ID:116227
 
Keywords: rocketdown
BYOND Stable Release v489.1099 [Release Notes]

Seriously, this build includes one thing, but this is awesome for games that utilize lots of pixel related functions over a network.
If you're planning on playing Rocket Down, why not upgrade now! (:

A player object issuing controls and moving at 30 FPS over a network. This is a great improvement from what the old numbers used to be.
Now BYOND pixel-movement over networks is more accessible to the public, yay! (:

                    Network profile results (average time)

User Type In Out Time In (speed) Out (speed)
---------------- ------ -------- -------- ------- ----------- -----------
Oasiscircle seeker 392 B/s 5.68 K/s 0:01:05 620 B/s 4.85 K/s

'is more accessible' but how much more? Could you give some network data from old and current byond versions so we can compare them?
@Kisioj: You can compare them inside this feature request made by Forum_Account.

They're quite dramatic, about ~60Kbps less per movable object. (:
The numbers I posted there are from a case that'll highlight the benefit (100 constantly moving mobs). The big difference is that the data is transmitted to each client. The data transmitted isn't per object, its per objects*players. If you have a lot of objects or mobs you'll see an improvement.

Having client-side support for custom effects would be a huge improvement (but will be much harder and I don't expect it'll ever be added). You might think "100 objects on the screen, why would you ever have that many?", but try to create projectiles with smoke trails. A lot of effects could be handled by the client, but currently have to be managed by the server.
@Forum_Account: Which is why I try to keep projectile effects to a minimum for the time being. ;)